Title: Reflection and exchange process
1Reflection and exchange process
2- Through the organisation of a dedicated workshop
at the early stages of the project, a reflection
and exchange process will be initiated among
project partners working on pedagogical design
and invited experts, who will continue to
communicate electronically towards carrying out
an analysis and study of the pedagogical
specifications for the COLLAGE service, including
a series of specific mobile learning scenarios
and the corresponding lesson plans.
3- Participants will continue to communicate
electronically after the workshop towards
carrying out an analysis and study of the
pedagogical specifications for the COLLAGE
application, including a series of specific
mobile learning scenarios and the corresponding
lesson plans. The learning activities will be
designed on the basis of a learning-game
approach, which is extremely motivating for
secondary school students learning
4Reflection and exchange process
- Discuss learning scenarios (round tables)
- Pedagogical and technological considerations
- Plan for implementation
- Plan for evaluation
- Existing applications, state-of-the art
- Pedagogical considerations (morning workshop)
- Technological considerations (afternoon workshop)
- Impact of state-of-the art on COLLAGE project
- Technological impact
- Pedagogical impact
- and after the meeting what? How?
5Round tables
- Partners are arranged in four groups according to
their collaboration in the project - they will discuss and plan the common issues of
their work - The outcome of the group discussion will be
presented in the panel that follows
6Round tables the aim
- Share common understanding of the COLLAGE
objectives and goals - Work with learning scenarios in order to
understand how each partners work fits into the
overall picture - Get to know each others competences and
background
7Round tables (1130 -1215)
- Room 1
- Pedagogical framework
- WP1 Development of the COLLAGE pedagogical
framework - BfBWK (AT), UoB (ES), Nesta (UK), Växjö (SE)
- Reflection and exchange process
- Teachers?
- Mobile learning scenarios / lesson plans/
learning-game approach - Analysis and study of the pedagogical
specifications
8Round tables (1130 -1215)
- Room 2
- Implementation in school environment
- WP3 Implementation and test of the COLLAGE
pedagogical framework - EA (GR), VBC (DK),BGS (AT), Forthnet (GR),
MIKSIKE (EE) - Teacher training seminars
- Real school settings
- Students to use mobile technology in everyday
school activities - Re-design based on feedback
9Round tables (1215 -1300)
- Room 1
- Technological framework
- WP2 Adaptation and integration of the COLLAGE
technologies - Forthnet (GR), MIKSIKE (EE)Nesta (UK), Växjö (SE)
- Reflection and exchange process
- Teachers?
- Analysis and study of the technological
specifications - Integration - delivery of technology
10Round tables (1215 -1300)
- Room 2
- Evaluation Validation
- WP4 Pedagogical evaluation of the COLLAGE service
- BfBWK (AT), UoB (ES),EA (GR), VBC (DK),BGS (AT)
- Effectiveness and efficiency of learning
technology (measures?) - Evaluation will be pedagogically informed
- Evaluation design/Questionnaires, interviews,
field visits/Analysis - WP5 Validation of the COLLAGE case studies
- BfBWK (AT), UoB (ES),EA (GR), VBC (DK),BGS (AT)
- Study of case studies
- Best practices of mobile learning
- Presentation to large audiences
11Learning scenarios
- History Learning (monument visit)
- Museum visit
- Career Guide
- Emergency crisis management
- A news portal
12Learning everywhere
- History Education a visit to Acropolis
- students get information (drawings, historical
events, etc) about the monument - the history teacher has uploaded information to
the database earlier - students capture moments of their visit with the
camera of the device - students upload photos for future reference.
13Learning in a playful way
- Students visit the
- Benaki museum
- they take pictures and notes
- they participate in several games, e.g. treasure
hunting - they communicate with the class mates who did not
attend the visit.
14Career Guide for schools
15Crisis management
16Building a news portal
17Learning scenarios
- Presented with a common structure
- Context
- Goal
- Action
18Which scenario?
- Criteria for choosing a scenario
- Pedagogical and technological consideration
- Game and fun
- Innovative
- Appropriate for target group
- Feasibility
- Cost and sustainability
19Why this scenario?
- Students learn to gather data from all over
around them and interpret it as information
useful for learning, either on their own, or,
most importantly, through face-to-face and
virtual collaboration with their peers. - Students, together with and supported by their
teachers, learn how to acquire, create, use and
re-use e-learning content - Learners and teachers, can co-create and manage
rich e-learning content effectively, efficiently,
and innovatively. - Learners and teachers are given the opportunity
to do things differently than they would do
within the classroom
20Learning everywhere
- History Education a visit to Acropolis
- students get information (drawings, historical
events, etc) about the monument - the history teacher has uploaded information to
the database earlier - students capture moments of their visit with the
camera of the device - students upload photos for future reference.
Innovation ? Game ? Secondary ? Didactical
? Feasible ? Costs and sustainability ?
21Learning in a playful way
- Students visit the
- Benaki museum
- they take pictures and notes
- they participate in several games, e.g. treasure
hunting - they communicate with the class mates who did not
attend the visit.
Innovation ? Game ? Secondary ? Didactical
? Feasible ? Costs and sustainability ?
22Analysis and study of the pedagogical
specifications
- Presentation of existing relevant projects
following the structure - Didactical aims
- Technical possibilities and standards
- Project results and experiences
- Connecting factors to the COLLAGE project
- Future aspects